All 3 Endings Walkthrough

Dig to Escape has three escape routes, and they diverge almost immediately: one is a pure dig, one needs an illegal keycard, and one needs both a keycard and a crowbar. This walkthrough covers all three, in order of how many players have actually finished them.

Before any route: the opening objectives

Every Dig to Escape run starts the same way. Roll up the carpet in your cell to expose the floor. Dig up items — the first objective asks for fifteen. Sell what you find to prisoners for Rolls. Trade with a prisoner for food when your energy drops. Close the cell door so a guard does not see the hole.

That last one is easy to skip and expensive to skip. The hole in your floor is the evidence, and an open door is what lets a guard find it.

Mineshaft Ending — 12,329,274 completions

This is the route the game is built around, and its badge, Dug To Escape, has been awarded 12,329,274 times. It requires no purchases.

Dig down through the cell floor until you break into the mineshaft. Keep digging to the bottom of it. The shaft is dark, so a flashlight makes the descent considerably less frustrating, and it is a tunnel system rather than a straight drop — minecarts and rock walls break it up.

At the bottom, find the ladder. The objective text is blunt about it: FIND THE LADDER. Use it to climb out, and the escape completes.

The only real difficulty in this route is stamina management. The dig is long, energy drains while you work, and running dry halfway down means climbing back for food. Buying storage before you commit to the descent means fewer interruptions.

Janitor Ending — 1,362,677 completions

The janitor route is completed about a ninth as often as the mineshaft route, and the reason is the entry requirement: it needs an illegal keycard rather than a bought one.

With the illegal keycard, enter the security room. Take the ladder that is stored there. Use the ladder to reach the vents, and travel through them to get out. The Janitor Escape badge marks the completion.

The security room is one of two keycard-locked areas in Dig to Escape, and it is the one that matters for this route. The ladder inside is the same tool that appears at the bottom of the mineshaft, which is a small hint at how the game reuses its pieces.

Rooftops Ending — 509,382 completions

The rarest of the three routes, at 509,382 completions — roughly one for every twenty-four mineshaft escapes. It is also the only one that ends in a helicopter.

Buy a keycard, 200 Rolls from Adam or Rosa, or 19 Robux. Buy a crowbar, 100 Rolls from Frozen Chef, or take one from the kitchen once the keycard opens it. With both in hand, work your way up to the rooftop, using the crowbar to break through obstacles such as vents along the way.

A guard patrols the rooftop. This is the part of Dig to Escape where the ESCAPE THE GUARD objective appears, and it is the last thing between you and the helicopter.

The battery mini-game

The office holds a battery mini-game that gates a final door: twelve batteries, collected and placed. The objective displays as Collect Batteries 0/12 and counts up as you find them.

The office is dark and a guard patrols it, so this is a flashlight-and-patience section rather than a speed section. Placing all twelve opens the door and lets the escape continue.

Which route to run, and in what order

Run the mineshaft route first. It needs nothing you do not already have, and its completion count reflects that — over twelve million players have finished it. Doing it once also teaches you the dig loop, the energy bar, and the lunch schedule, which every other route depends on.

Run the janitor route second. It needs the illegal keycard but no crowbar, so it is one purchase closer than the rooftop.

Run the rooftops route last. Two purchases, a guard, and the longest path through the prison. Finishing all three is the natural completion goal in Dig to Escape, and the badge counts make it easy to see where you sit relative to everyone else.

Tracking your progress through the badges

Each escape route in Dig to Escape awards its own badge, and because Roblox publishes the totals you can see exactly where a completed run puts you. Dug To Escape, the mineshaft route, stands at 12,329,274. Janitor Escape stands at 1,362,677. Rooftops Escape stands at 509,382.

Two more badges are worth watching while you work through the routes. Speedrun Psychopath has been awarded 201,444 times, which suggests a timed component to at least one of the escapes. Adrenaline Addict sits at 540,338, in the same band as the rooftop route itself.

Back From The Dead, at 40,548,662, is the one that should reassure you. Dying in Dig to Escape is normal and expected — more players have come back from it than have finished any single escape route. A failed run costs you a day, not a save file.

The objectives, word for word

Dig to Escape gives you its objectives as on-screen text, and reading them literally saves a lot of wandering. The opening one is Dig 0/15 — dig fifteen items before anything else opens up. In the mineshaft the game switches to FIND THE LADDER, in capitals, which is as close to a hint as Dig to Escape gets.

On the rooftop the objective becomes ESCAPE THE GUARD. That is a chase, not a fight; there is no combat option in Dig to Escape. In the office it becomes Collect Batteries 0/12 and counts up as you place them.

The other four instructions are given early and easy to forget: roll up the carpet, dig up items, sell items for toilet paper, and trade with a prisoner for food. The last one is the energy loop, and skipping it is what strands players halfway down a shaft.

If a Dig to Escape run goes wrong

Failure in Dig to Escape is cheap. The Back From The Dead badge has been awarded 40,548,662 times — more than three times the count of the most common escape route — which means dying and returning is a normal part of the loop rather than an ending.

The two things that actually cost you are an empty energy bar deep underground, and a guard finding an open cell door. Both are avoidable with the same habit: eat at lunch, and close the door before you dig.

FAQ

What is the easiest ending in Dig to Escape?

The Mineshaft Ending. It requires no purchases and has been completed 12,329,274 times, around eleven times more than the janitor route.

How do I get the Rooftops Ending?

Buy a keycard (200 Rolls or 19 Robux) and a crowbar (100 Rolls), work up to the rooftop breaking obstacles with the crowbar, then evade the guard patrolling there. A helicopter takes you out.

How many batteries do I need?

Twelve. They are collected in the office and placed to open a final door. The objective reads Collect Batteries 0/12.

What is the rarest badge in Dig to Escape?

Archangel, awarded 33 times in a game with over 536 million visits.